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#21 | |
Veteran
Join Date: Oct 2011
Location: Toronto, Canada
Posts: 2,386
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#22 | |
Apprentice
Join Date: Sep 2008
Posts: 74
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Quote:
But anyway, yes agree to generally use a txt/xml/yaml/json format, and I'd even go so far as to say that if you have speed enough, don't use C or the like, but an interpreted language (Python/Perl/choose your preferred poison). |
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#23 | |
Prophet
Join Date: Dec 2009
Posts: 9,024
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However, I suspect that MMO saves are stored in databases instead of flat files, since there must be all sorts of juicy analytics that the game developers will want to be able to run. |
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#24 |
Apprentice
Join Date: Sep 2008
Posts: 74
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We store many items (non game related) in, for example ASN.1 formats, which tends to be highly efficient (and easily readable again if needed).
The smaller items/larger numbers stuff indeed goes into clustered databases, but keep in mind that for companies wanting to keep data for longer periods, even one byte saved means massive savings (not only storage, but also transport). |
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#25 | |
Knight
Join Date: Apr 2009
Location: Pisa / DL0
Posts: 960
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Code:
<item><name>The Phial of Galadriel</name><bonus type="searching">+1</bonus><bonus type="light radius">3</bonus></item>
__________________
Dive fast, die young, leave a high-CHA corpse. -- You read a scroll labeled 'lol gtfo' of Teleport Level. |
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#26 |
Prophet
Join Date: Dec 2009
Posts: 9,024
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I dunno about Angband, but Pyrel will most likely be using plaintext JSON for savefiles. I'd guess (completely blind) they'll probably end up in the 50kB range, which is not exactly going to break anyone's hard drive.
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